Gandor
Gandor
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3285404#Comment_3285404
It happens on gens and unhooks too though, there is a pause after you get hit before you can actually start doing an action.
So I found the video that actually measured it. Top part is perk saboteur (bottom one is quickest toolbox). The video is in Slovak language, but that should make 0 difference. Also if you watch time and wonder why after .59 comes 1:00, it's because it measures frames instead of fractions of second. As you can see, it indeed takes 3s.
https://m.youtube.com/watch?t=300&v=dax6ZiFok-o -
@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3285404#Comment_3285404
It happens on gens and unhooks too though, there is a pause after you get hit before you can actually start doing an action.
Maybe there's a bug that this sometimes happens. I don't know about it. But I know it does not happen always. I know I started to sabo right at the same moment as I got hit. I did that. There's no way I would not notice 200ms delay. 200ms is full 1/5th of second. Way too much to overlook
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3284264#Comment_3284264
I would be very interested in seeing that test, but regardless when you get hit and it interrupts an action whether it be sabo, working on a gen, doing an unhook, etc. there is a pause before you are able to resume performing said action.
I've had it happen every single time, so even assuming a 2.5sec time for the sabo was accurate you still wouldnt be able to do it in time.
you assume you are doing anything. That's wrong assumption. As I said. Stand in front of hook. Wait for killer to M1 you. Right at the moment killer M1's you, start sabotage (you can do that literally at the same moment you get hit. There's no delay). Anyway even this does not make any difference. You will still see quite a chunk of sabo progress missing before you get hit again.
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3285377#Comment_3285377
how is that any worse then what it is now? Tunneling no mither is easier in the current system because its 3 hook=death. No mither in your example is talking about weak links. The killer tunnels the weak links.
There is expression for this. A chain is only as strong as its weak links. Break weak links, break the chain. with shared hook-states. your unable to break weak links. You can only break the whole chain. In the shared hook-states, it takes a lot more hooks to eliminate the no mither survivor. In any case, No mither is badly designed perk that need rework, so there is no point in talking about it. it has heavy drawback because it erases slugging but its advantage never comes into play because nobody slug no mither. it is nothing more then detriment perk often used for trolling purposes in normal dbd gameplay loop.
As matchmaking will give you 5h player into lobby with 5K hours for everyone else, survivors are sometimes better of playing 3v1 then playing 4v1 with your shared pool. But sure - this is a bit extreme.
The second point I made is that it's quite not entertaining when all you can do is wait and see your hooks drain and sit on gen hoping to do as much as possible. Or try to help that poor soul which does nothing if that person can't play.
Also. read my first 2 sentences. It might help to make tunneling somewhat weaker winning tactics. But it still does nothing to address decision making behind tunneling. It would be still the same. Identify weakest link and tunnel until that person is dead (now you have more opportunities to find weak link).
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3285275#Comment_3285275
You do not get it. you get 3 guaranteed old uncounterable decisive strikes in addition to current hook-states for needing to hook 6 times to kill one survivor. there is no advantage to tunneling in global hook systems like these because every hook is the same value on every survivor. You can still technically chase the same survivor 6 times but there is no advantage in doing so compare just hooking anyone. I do not recommend snowbally hook regression or point systems because they just make the game super hard to read. Hook timers and regression timer are simple and easy to understand mechanics. Entity points are complicated and anti-new comer friendly.
I agree it would be better then current state balance wise. On the other hand it would be much worse from personal's POW. Like you see 3 people that all can greed pallet, spin you, window tech you etc. And then there's that one person that does not even look behind himself AND have taken no mither. How quickly can you drain hooks if you target everyone equally? And how quickly if you target that inexperienced person with wrong build? And those other 3 people that know how to loop will now suffer even more for that 1 incompetent teammate (basically requiring you to play in SWF if you want to have chance)
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@Sharpefern said:
https://forum.deadbydaylight.com/en/discussion/comment/3285178#Comment_3285178
Two major things that survivors complain about are tunneling and camping. One major thing that killers complain about is survivors gen rushing. By having the survivor have essentially a team health state this eliminates the main purpose of tunneling, getting a player out quickly. But at the same time survivors are needing to prioritize saving survivors or their health deminishes faster requiring a reprioritization for "friends before gens". The base goals are the same, Killer kill survivor repair however the strategy behind them have to be be adjusted.
It will not stop tunneling. In fact it would be arguably even better tactics. In team with 3 strong survivors and 1 weaker, killer can tunnel him 6x so that he quickly drains everyone's hook states even if they are not able to catch anyone else. Tunneling needs to be nerfed in a way that it's actually not always 1st choice to do no matter what if you want to win.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3285120#Comment_3285120
Yeah sure there are points when you want to heal against legion but they are quite rare compared to other killers... When playing against a Wraith or Myers or Ghostface you want to be healed because they can sneak up on you, Legion cannot, so while you get value on basically every injure against those guys you will get value on legion not that often, especially against legion people spread out naturally to not give him multiple hits. Nobody runs thana these days... And even if you would only need to keep one person healthy, and sloppy only adds like 4 or 5 seconds to the heal, that's really not that much to take sloppy on legion, and like I said before Legion already has an addon the "defaced smiley pin" that will give you mangled which increases the heal time when you mend yourself, and you will mostly mend yourself... So even if it worked on legion you would not run it regardless since there are far better perks...
There are perks that are far more reasonable to run on legion, so once again how am I wrong there? Yes there are points where you may need to heal to guarantee a succesfull unhook, but the perk would not be good on him regardless, especially since there is an addon that has the same effect. If sloppy would work on his frenzy hits I still don't think it would provide enough value to be worth it.
PTS is huge thing, because it shaves off at most 6 seconds on gen when 2 people are on it. Also it can add much much more then just 6s - if someone still self cares (but sure enough - that's issue of nerfed self care. On the other hand sloppy does basically nothing against green medkit with extra speed).
Thana is really bad on everyone but legion and plague. On these 2, the perk is actually good (especially on plague).
Another thing is, that legion can very quickly put you to deep wound (+ addon to make deep wounds longer). Now add into it extended heal time and some situations where you just need to heal and your version of sloppy would be quite strong.
But overall I have to admit. The perk would become good on legion. It however would NOT become oppresive. Eruption is oppresive on soloQ. Sloppy would NOT be oppresive and not come even close to this.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3284887#Comment_3284887
The weakest killer in the game being too strong? XD ok I guess ^^ But with Legion you are already playing wrong if you heal against him no matter if he has that or not and also he has addons that apply it s how can this be an argument at this point... I mean it used to be one I guess, but not anymore I think.
Oh but you are wrong. You mostly don't heal against legion, but there sure are situations when it's required - and they are not even super rare.
1, thanatophobia - you always want to have 1 survivor healthy. Preferably the one with most hook states.
2, there's a gen in the open that needs to be done (e.g. to prevent 3gen). If you are healthy, legion will need to use his power giving you time to get to loopable area
3, someone is in a basement or on a hill. Sure enough, if you go there healthy, you will be injured quickly. But you will have enough time to unhook. If you go there injured, you will just be downed without helping anyone.
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@DBDVulture said:
I encourage everyone to play killer and look at the profiles of people in your lobby. FInd a 4 man swf who has one member live streaming and listen to their coms. A team with good communication will tell you everything you need to know so much that it feels like cheating when you listen to their coms.
I played a game once where the gates were powered but not open and I had two survivors slugged, one hooked and I was chasing the last survivor. I was listening to the stream of a high end SWF.
The dwight on the team announces he has unbreakable so I immediately turn back and pick him up and hook him. While that happens one survivor is rescued.
I started to pick up Meg who is close to the hooked survivor and she tells me she has DS so I wait out the timer and pick her up safely.
The last two survivors announce where they are healing so I rush over them and down one of them. The last survivor is unable to make the save before getting hit twice so the game is lost (after I chase the last survivor before they can raise anyone else).
If this example of using their voice coms against them sounds like cheating to you then I will ask what does it feel like to be on the receiving end of a SWF team constantly talking?
And still I win against them more often then not. Makes you wonder which side is actually OP. It's so bad now, I practically stoped playing solo and even play killer much more then SWF. Because it's not fun to loose 5+ games in a row (even on SWF). It's more fun to just relax and have the game handed to you (or at least see that you were bad in that chase and could do better to win it next time).
Anyway - you admiting to streamsniping is disgusting in itself
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@Liam282 said:
Just make the bamboozle speed (before the nerf) default. Think of it like this, why was it there? Now seriously pause before rage typing and think about it. Why would I want to have a few seconds more to vault a window that blocks itself after I vault it a little faster?
Because the degeneration speed of the blocked window is far too high for the killer and survivor to compete in their chase/loops. As a survivor you hold at a 45-degree angle waiting to see a killer, right? You see it, proceed to go in the opposite direction this takes around 3/4 seconds. Chase continues around say..our shack, by the end of turn 2 and 3 the window will now be unblocked hence making the actual perk useless. THATS what the speed was for. IF the devs want to consolidate the perks then awesome! make that vault base. Otherwise, they just destroyed something BOTH sides had to think outside the box on (should i go one more loop around or run away to a new loop) and promoted mind games and learning.
Look, I know survivor is the cashcow for DBD, we all know it. You want them to be enjoying the game and not be stressed resulting in buying cosmetics and so on. However, by making these changes you're unintentionally showing a bias to a side that to this point needs nothing more than the game to play itself with the training wheels you are providing them. Synergy makes Dbd interesting, we all want it and the more you gut these mechanics for either side the more boring the game will become with no experimentation, make builds truly unique and each player inventing their own style of gameplay. Dbd is NOT an E-sport, stop thinking it is and re-access you goal with the game flow.
Killers already win most of the time. Do you really want to limit all and any option survivor has? Do you want killers to be able to mindlessly just run at survivor knowing he will catch him no matter what? 0 mindgames and still 100% success rate? Would that even be fun for you? Killer is already much easier then survivor. Why make it mindlessly easy? Without even perk tax.
@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3284733#Comment_3284733
Solo queue is at a disadvantage because SWF exists. Stop with this rhetoric everyone says that SWF is not "bad" for the killer's gameplay. Given a choice of 4 random players with no coms or coordination the killer or SWF the killer will have a better more balanced game vs the 4 random players. You need to realize the killer always plays solo with no help. Killer solo queue is not fun when you are forced to play vs SWF.
Imagine a tournament situation with only strong players where there are two rounds of three games each. In the first round the 16 players all play on their teams. In the second round the teams are all scrambled so that nobody is playing with anyone from their team and they are denied voice communication/perk coordination. You are incorrect if you believe that the second round performance will be superior to the first round performance.
Regular players are not tournament teams but you need to realize that a single voice communication can save 20-40 seconds.That event can happen multiple times per game and comes at zero cost to the SWF team. Imagine what would happen next patch if this appeared in the patch notes : SWF teams are now penalized 20-40 seconds multiple times per game when repairing generators.
SWF can be fairly nerfed with one simple new rule : Inside a SWF there can be no repeats of characters, items, perks or offerings. When the group queues their loadout becomes locked and nothing can change. This would give SWF and advantage option with voice coms but takes away the ability to have multiple copies of items. This in turn would prevent bullying. There is a reason that comp play is generally designed with that rule in mind (the game is unfair otherwise). Add a UI element so that you can see the perks of all players inside a SWF so you know which perks are already taken.
https://forum.deadbydaylight.com/en/discussion/comment/3284733#Comment_3284733
There is no streamer I can watch who plays Nemesis better than I do as far as I am aware. I watch Otz and Truetalent play Nemesis and I see where they make mistakes that I would not make when they play (to be fair their mind games and camera movement around certain terrain is better but that is a reflection that I have not played killer for 7-9k hours). My whip attacks around obstacles are much cleaner and I have far more hits that make people say : that should not have hit (because I listen to streamers I play against who are streaming live). I know the answer to the question when they say : why didn't that tentacle attack hit? I do record my games; You assume I am some pleb who struggles with medium range MMR players. No. I struggle vs players who on average have 6000-10000 hours when I play against them. I regularly get people who are from tournament teams in my lobby (at least thats what their profiles say- they could be impersonators).
After a certain skill level in DBD the solution to getting better at killer is : play a stronger killer. You're more than free to prove me wrong here. Let's use a highly skilled streamer as an example : Hens. He occasionally plays against comp teams in his lobby. About a month or so ago I saw a video form him where he had a near perfect game against a 4 man swf on the Crow map (so much so they accused him of cheating).
You will be called a fool if you think for a moment that he would have won that game if he had been playing Doctor. Nobody cares who The best Doctor player is in the entire world because a mediocre Blight will have much cleaner and easier wins.
There are two killers in the game that can handle SWF teams on every map at every skill level. Those killers are Nurse and Blight. You are deluding yourself if you disagree. The other way of saying this is : SWF is fair when they play against Nurse/Blight (which means SWF is unfair to all other match ups).
You got it wrong. As of right now killer and 4-man SWF are equal. If you are only interested in playing in solo, it means you want to win every single time. Even best survivor mains escape at around 50% playing as much for escapes (including most selfish playstyles possible in game when it suits them). On the other hand - these survivor mains (so not like supaalf) can go play killer and win virtually every single game they want to win. Best SWF squads can give them hard time, but if they did not come prepared specifically for this ocasion, they will loose.
SWF and killers are leveled. Wanting to only play against solo means you want to always just win (it's like wanting to have subtle cheats for every game). It's a multiplayer game. You are a problem with your attitude
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Killers have 60% kill rate. And it's still not enough. Nothing is enough. Even against SWF I win more then half a time. But even this is not enough. We need to boost those numbers. 95% kill rate might be fair. Sad world
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@Ginnypig said:
I think weaker killers could become more playable if they have the same amount of ultra rare and very rare addons in their bloodwebs. Compared to survivor bloodwebs, this is a joke and it needs to be adressed.
A shared pool of "addons" across all killers. See it like an assemble of Tokens instead of addons. You get ultra rare tokens, that can be exchanged to a desirable addon of your choice. Could be a solution aswell.
Survivor bloodwebs are literally just as bad as killers. A friend of mine had to do full prestige to get single violet flashlight.
Also I think that having OP addons in every single game would also be quite unhealthy. It's already bad how often you meet tombstone piece meyers (or at least double iri meyers), MDR spirit, C33+alch ring blight and so on. Having these addons be more common would make the game unbearable.
And if we talk about weak killers - then make them more in line with each other. Nerf strongest killers and buff weakest. I for once would love to see nurse finally nerfed.
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@FreddyVoorhees said:
https://forum.deadbydaylight.com/en/discussion/comment/3284167#Comment_3284167
Then how about to even the odds with soloq instead ? Make them have the same feature that coms give to swf . Make kindred and wiretap basekit for all survivors. It will emulate their voice chat on where everyone is , what everyone is doing and where the killer is and what he is doing. There is no counter argument for this. Swf would not benefit as it would bring them nothing they already do not have. The gap between soloq and swf would be greatly reduced and various different dramas about them would end. After that , proper balancing could be made that is not erroneously focused only on one of them thus not achieving notable results.
Sorry to break it to you, but wiretap and kindred is MUCH MUCH MUCH more then SWF comms.
1, it's hard to verbally & quickly communicate killer's position to the point you can loop killer better + your SWF teammate will probably be on gen instead of watching killer (and even if he does watch killer = instant gen inefficiency). But say you have gigachad communication that allows you to do this somehow - still your teammate sees only 1 angle where wiretap sees everything around that generator. The usual kind of information is the same as solo get when killer chases obsession - "killer is on me". Better SWF might relay information like "I will take him from main to shack" (or any other identifiable spots) - sure this is more then solo get, but much in no way similiar to wiretap level of information.
2, Kindred will tell you exact position of every survivor. You see that you are the closest one to hooked survivor and you know it's on you to go for unhook. In SWF at most it's the hooked person that sees all the auras (if he's not blinded) and it's on him to judge distances and guess which friend is that closest female character that is probably meg but could be kate and maybe I asked someone who is on the other side of map to actually go for the unhook. Same thing with killer. It's quite different to say "killer is camping me" and seeing where he stands, how he moves, when he is going behind that rock so I can start to run past him.
So yes - solo need to get extra information. But not by everyone getting free perks that provide way more information than any SWF ever had. Let's start with the kind of proposals that were mentioned 1000000 times already. Action icons (so you know who does what), seeing other players loadout when in match (so you don't go for rescue when that meg has active deliverance) and ping system. This will still not be as good as voice comms, but it's getting pretty close to it
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@not_requested49 said:
https://forum.deadbydaylight.com/en/discussion/comment/3283033#Comment_3283033
Not sure what the yellow bar means then
The hit cooldown is 2.7 but you're not accounting for reaction time. It will take longer than 0.2 seconds for you to realize to start the sabo
Once again. No. You are waiting under the hook for that hit to start sabo fully expecting to get hit - it will 100% not take 0.2s to react to it - you would never hit any skillcheck if this was the case. And also before update 6.1 I finished sabotage EXACTLY at the same moment as I got second hit - but that was 3s vs 3s.
Also keep in mind that for killer it's also not exactly 2.7s, because he needs to make SAME reaction with hitting M1 after his hit CD finishes.
So again. I am 100% sure sabotage with perk saboteur is not 2500ms but 3000ms. And again - friend of mine MEASURED IT frame by frame.
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I don't like this. If he body blocks, then let him. Wait out those 10s (make sure he has no OTR by listening to sounds), down him and hook him again.
You see those 10s endurance is there as a bandaid for killer camping and tunneling. It would be ok if these 2 things were properly fixed. But right now killers are already abusing state of the game and your suggestion would make camping even more rewarding (try to grab and if it does not work, you can get unhooker as he will not get speed boost after hit).
Very bad idea
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3283033#Comment_3283033
I dont think that is the issue, I think there is like a 0.5 sec block from doing any action when you get hit, i notice on gens and unhooks as well the only difference being the unhook takes less time so you can still do it after taking a hit
Trust me, there isn't. I was able to time getting my hit with starting sabo exactly to no avail (and you would notice not doing anything for 0,5s). The situation is when you take hits for deadhook friends. You arrive at hook before killer (but not in time to sabo). You wait to get hit (by which you loose collision so killer can hook survivor even if you stay there - to prevent it, you can only start to sabotage the hook or let someone else block hook)
Also a friend of mine timed how long it takes to sabo a hook and he also stated that it's full 3s (counting each frame).
99% of the time that I play survivor, I have the perk equipped. It's 3s and not 2.5s. I am sure of it.
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This change is at minimum very good change to shelter woods. Before the update I knew the game is won for me (especially on wesker). After the update, one of most killer sided maps just magically turned into one of the harder maps of the lot. It's so hard to use his power properly with so many (empty) rock loops. Very good change for at least this map. Good job devs :)
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/356755/perk-update-saboteur
There are 2 issues with the solution you propose.
1. This is a huge nerf to the perk, being able to use sabo early and delay the earlier hooks is essential in terms of being able to deny pressure and keep the game at 4 survivors as long as possible, not too mention if the first person hook suicides and your unable to get any tokens until its too late for them to be effective.
The ability to sabo is also very situational already as you have to be within range of where the person went down to even attempt the action.
2. This change would allow you to potentially start saboing one hook and if the killer sees you and starts going to another hook, you can potentially cut your sabo short sprint burst to the next hook and get the sabo off there.
Since even being in the act of the sabo action blocks the killer from being able to hook and some open hooks can be taken out from the back side making it almost impossible for the killer to contest the sabo.
As to the original complaint of the cool down when you acidentally start a sabo, the easiest solution is after an unhook when someone crouches requesting a heal wave them to you away from the hook. If the killer hits you and interrupts you its basically too late, if you dont believe me try it crouch and fake the sabo and then try the sabo after taking a hit, its almost possible to get that sabo without a toolbox to increase your speed.
Yes it's impossible to sabo in time. The reason is, because description of this perk is wrong (and I gave feedback about this one already). It takes 3s to sabotage hook with this perk alone (no leader or any other perk that speeds/slows down the progress). If it was 2.5s as is in description, you would be able to sabotage hook right after hit, because hit cooldown is 2.7s (and this would also become major buff to the perk).
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Because on their screen they can already scream how it was a hit as they were already behind the corner.
It's called desynch and although survivors suffer from it much more, killers occasionally get hit by it too.
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@barsw said:
https://forum.deadbydaylight.com/en/discussion/comment/3280378#Comment_3280378
I write normal things and you put eveywhere your nose.Nurse is broken and overpowered it must be nerfed hard as it was with Billy in the past where people were screaming from all their throats that he is balanced .About gens time is also not normal and taking into account provethyslef and groups playing together or hard maps as haddonfield springwood or gardens of joy or some good spawns on farm and etc survivors can win far more time even you are good killer .I would love to see how you will play as pig or ghost face againts party on strong map with prove thyself .Walking killers are mostly week if to compare with mobile killers as blight nurse wesker spirit .And they must prioritize them first .And its boring to see only nurse thats why game must be changed .If they want walking killers to do something provethyself must be nerfed as the time for gens .And before to complain and fart in comments again something stupid try to use your brain first.Mb you wont look stupid)
180s gens would immediatelly kill the game. It would be 0 fun to wait 3 minutes (that's best case) on a single gen to complete. Now take into account regression perks and slowdowns and good killers will on average finish game at 4 to 5 gens still up. THIS IS CLEAR EXAMPLE OF YOU TROLLING INSTEAD OF TALKING NORMAL THINGS.
Also proof is overrated - it saves at most 6s on a gen when 2 people do it (46s instead of 52s). Yes. Only 6s.
As for ghostface - well I play him (I don't play or like pig). On every map. Sure he is harder, but I have my share of wins even on those maps, that you mentioned.
Overall I already win much more often as killer compared to survivor. Devs want killers to win (they target 60% kill rate by their own words). If you can't win, that's a you issue. And I speak from experience - not with your "theories"
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3282225#Comment_3282225
Except after 8pm est for me. Instant queue. Strange, that.
True
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They can. And it's not just ayrun. Check out Sweh if you don't want to check ayrun. And there are many more people like this
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/3282179#Comment_3282179
That's a good question I think it could be really problematic for hag.
The thing is does the fov shadowborn brings actually make spins harder for the survivor. I dont use shadowborn but the last time spin worked on me was when I had like 20 hours in killer not trying to flex but is this really a good working survivor tool
If you think spins work only on weak killers, then maybe it's time to check some better survivor players. Ayrun comes immediatelly to mind. He spins insane killer mains without much trouble (sure, it's not super consistent, but it happens often). But I see it everywhere. In my killer and survivor games both (most funny is to trick moonwalking killer by standing behind him - it's hard, can backfire hard and overall it's rare, but it's so hilarious when it works)
And ofcourse higher FOV helps against everything where survivor uses killer's limited vision. You can't (momentarily) loose killer if killer sees you all the time.
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@ian_j_scott said:
Sometimes I am fine with playing either killer or survivor, a queue option to play as either (whichever queues first, which I know would be survivor most of the time) would be nice and would also help matchmaking times.
It's already implemented in a way. Just pick the role that has incentives (so yes, survivor for 99% of times)
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/3282132#Comment_3282132
Okey then we delete swf cause that's info you should get through perks and when I'm Ghostface people calling out my location is unfair so take away atleast to slots from every group member. Now you will play the you can't punish people for playing with there friends card and I play I should not be punished for getting motion sick
Just like they work on in build solutions for hard of hearing people that rely on spine chill killer should just get POV slider so they can counter motion sickness without sacrificing a slot
It's not the same. Killers are now balanced around SWF. It's solo that is left behind (and some killers - but I don't think every killer in the game should have same skill ceiling. Still some killers actually do need buffs. Ghostface is one of the better examples for killer that could do with some buff).
But sure enough. If survivors get some compensation buffs that would keep these options even after larger FOV - say they are quicker when close to killer (because only this would negate - even if imperfectly - larger FOV), then this is also acceptable solution. The question is how much would it get in a way of killer chasing survivor regularly without any spins or anything.
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@illNicola said:
https://forum.deadbydaylight.com/en/discussion/comment/3282089#Comment_3282089
Oh sorry for that, I never meant to say that you're noob. I don't know you and I don't see how you play, so you know it's impossible to say this. I'm a good survivor too, I alway play swf because, as you said, soloq is only pain and also if I'm good in chase (I'm not godlike because I still do mistakes, but I'm not crap).
About the MMR thing, ok, maybe it's supposed to be balanced between every killer MMR, but it isn't fair that I meet the same people I meet with my "top mmr killer" when I play a killer that came out the day before. You know, I didn't play the knight already because I don't have much free time, but it wouldn't be so fun to meet top mmr survivors with a C-tier killer that I don't know how to play, don't you think?
Sure. Mmr sometimes screws up heavily.
Yesterday I played survivor with said group and we got 130h legion. He was good for his hours but still. I was the person with least skill in that lobby (as stated 1400hrs). You can imagine the kind of stomp he got (no toxicity - we don't do that. He just lost hard). But that's not our fault. MM sometimes really does a bad job.
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but it's not QOL. It's buff.
It removes a lot of things survivors can do. When I play wesker and get close, the only chance for survivor to dodge me is to spin me. If I see 110degrees instead of current 87, then spinning me is next to impossible. And this is just one instance. Hiding mid chase would also become much harder. Inside techs. Window techs. Easier camping (much harder to sneak by killer without being seen). Dodging blight/oni/nurse/.... and everyone else that have some kind of dash ability. All these things would suddenly become much easier making the game fundamentally different.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3282061#Comment_3282061
Another fallacy. 59% kill rate on it's own means nothing. (and the fact that you cherry picked the top 5% MMR 61% even less so) It's not synonymous with a "win rate" and it is still reflective of a 2K/2E in any single game.
Fact is that most games snowball, and survivors give up on hook a hell of a lot. So you would expect the kill rate to be higher than it should be if things are actually balanced.
a, if killer gives up or farms it's immediately 4 out. You can't say if suicides on hook are bigger influence then this, because we were not given this info. Also there's hatch mechanics that also artificially lower kill rate (if you won at 5 unrepaired gens and last one got hatch, for every intend and purpose but blood points it's slaughter fest where you clearly totally won - still you will be counted only 3 kills)
b, devs themselves explicitly said 60% kill rate (maybe in different words. Maybe around 60% kill rate - I don't have quote on hand) is something they aim for.
c, kill rate IS win rate. Also 60% kill rate is not 2k/2out it's 2.5k/1.5out on average. 50% kill rate would be 2k/2out
d, this can be clearly felt when I swapped amount of my games from survivor to killer (basically now I play 90% killer and 10% survivor - and that's only in SWF). Suddenly I win hell of a lot more games then I loose. I don't know about stats, but personal feeling is that killer is hell a lot easier, I can totally chill and still get those kills where survivor is super rushed, super efficient and you will still not see gates powered every other game (and that's not even saying you leave the game).
But we are getting offtopic. The thread was about giving yet another advantage to the side that is already winning and not giving it for free meaning it's an insult. I object to this very much.
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1, MMR does exist, but it's very... Volatile. If it finds out game immediately, it can mean you were autofilled to someone's lobby (so you are in wrong group). If you wait for long time, it means MMR will be turned off just so that you get any match at this point (so again unfair game). If you wait for say 20s, you should get your game that should be pretty fair. Also if you are huge MMR on other killers and then unlock new killer, you will not start from "0" MMR. It was said you will start with your average MMR minus something - so that you don't play with total beginers.
2, When I play (only SWF now, soloQ is so bad I refuse to touch it any more), I play with a guy with almost 9300 hours and skill to match that. There are other people there with 5K and 3K hours and I myself have about 1400 hours (which were spent with these guys from the beginning of my games) - meaning I think I am pretty good survivor (very far from godlike, sure I still make a ton of mistakes, but I know how to loop and already have pretty good game sense). I don't mean to boast, but you hint at me that I am some kind of noob. That is just not truth
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I actually like playing against SWF.
1, they bring flashlights more often then solo - which usually results in free hits and nobody working on a generator.
2, chance of DC after hooking first person is way lower.
Also I can handle occasional loose. But let's be honest. Going forward from 6.1 it's quite easy to play killer even against 4-man SWF. Those buffs leveled the playing field drastically (that's also the reason why I will not touch soloQ any more until they fix it. Just yesterday a friend of mine said enough after loosing 7 games in a row. In soloQ. No wonder. I don't remember loosing 4 games in a row as killer. This alone should speak about if the problem is SWF or actually solo being way too weak right now).
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3282024#Comment_3282024
I would think that a buff to Shadowborn instead of improving base FoV would be an insult to most people who play killer, and a derogatory slur to those who suffer from motion sickness.
ok. So if it's insult, then I am insulted by the fact, that devs think 61% kill rate is fair. What now?
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3281969#Comment_3281969
Except it's currently not worth the perk slot it takes up. Shadowborn doesn't give a significant advantage, it also comes with the downside of a wider flashlight blind angle, and reduced visibility at a distance.
This has been debated to death on these forums, try not to rehash old fallacies.
I am not the one that made the topic.
Also I would agree, that shadowborn could use a buff (more FOV or thematical small secondary effect that complements this one - say highlighting survivor a little bit like dream world survivors are to Freddy)
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Only if FOV slider does not go beyond current value. You can make it smaller if you want, but otherwise use perk. Getting unfair advantage (limiting viewport things survivors can do) should be balanced by buying it with perk slot
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killer has unfair advantage against 4 solos. Solo is unplayable at this moment. Killer and 4man SWF (if not for utmost top level) is balanced. So if anything, buff solo and call it a day
I am pretty certain killers have about 50% kill rate against 4man swf right now. If that is too few, then IDK. Maybe killer players should not be so entitled
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@Dream_Whisper said:
I feel like gens speeds is fine, swf is not when they can communicate and tell each other to prioritize which gens to work on and efficiently work on it.
I rather they simply add more new mechanics, towards fixing Generators like Searching for parts or gasoline; or find a special key to open the exit gate switch. Another way, would be to reward the killer with basekit regression like... Everytime the killer gets a hook, they can knock off some progress on a gen or something, like a mini pop goes the weasel.
why? Killers have it easy already. 61% kill rate. What do you want? 97% kill rate?
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@CrowVortex said:
https://www.youtube.com/watch?v=y67sk-oKslA
This is the bug in general, replicated in a custom bot match. Forced transition into Charlotte after pouncing a healthy survivor triggers it. End up at a fixed field of view looking at the floor, can't attack or at least no animation, can't move after summoning Victor again. Normal switching doesn't trigger it for me, only the pouncing on a healthy survivor.
Maybe post it into bug section of this forum.
All I can say is, that I played today around 5 twins matches, I do pound on healthy survivor and it never happaned to me
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@illNicola said:
https://forum.deadbydaylight.com/en/discussion/comment/3280738#Comment_3280738
I forgot to mention swf. Obviously there are exception but I don't think that I am the only one who meet 9 match out of 10 3/4 people swf. I had my win with genrush, don't misunderstand me, but saying the game is killer sided only because you win lots of game is not telling the truth. I'm main pyramid head, when I play him it's another thing. Probably I lost like 3 matches with ph, maybe you win because you play killer that you know well? Don't misunderstand me, I'm not saying you're noob, but maybe you're just good with you're favorite killer and it's obvious that if you play you're favorite killer it's easier to win.
Hope to be clear, I'm Italian and I don't know if I wrote something wrong
I generally win with wesker or twins. Usually win on spirit or plague, do good on nurse if I play her more then 1x per weak, do good on hag, cannibal, dredge and legion, do OK on ghostface, doctor, huntress, wraith and clown (balanced 50%) and do really bad on pig, deathslinger, oni and billy. This should show that I don't play 1 or 2 killers. Also I see almost no difference between SWF and solo. But I don't camp or tunnel on any of my killers - so they don't need to cooperate really well to get out of those situations.
Also every killer has his own MMR, so after a few games I should have 50% winrate. But that's not the case. Overall I win much more then I loose. Also I swapped to killer after being totally frustrated from survivor plays. Killer is much less stressful for me at least. Also much easier for me at least.
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@graveyard_7777 said:
It happens when you switch to Charlotte while she's waking up
I rarely swap to charlotte when already on Victor. Usually there's no reason to do that (I don't camp or tunnel). So 99% of my swaps are by victor being crushed or hitting healthy survivor.
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@Someissues said:
https://forum.deadbydaylight.com/en/discussion/comment/3280527#Comment_3280527
You didnt even bothered to read. i said his color changing addons are so bad. anyone who increase brightness a bit can see them as day, and they are absolutely useless
Darker traps usually blend in better then default brown traps (it's not universal - saloon's brown traps are better then black).
Anyway invisible traps are totally NOT ok idea. What should be the actual gameplay? Be lucky to not trap yourself? You can go rock/paper/scissors if all you want from game is to be reduced to pure luck. I want the game to be dependant on skill more then on luck.
That being said. If the game allowed creating "map average color" and have the trap colored in this way, that could work as an actual buff to the addon. But absolutely not transparent traps
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@graveyard_7777 said:
https://forum.deadbydaylight.com/en/discussion/comment/3280697#Comment_3280697
It's happened to me twice on ps5
Oh. I am PC (steam) player. Maybe I was lucky. Or it's ps thing
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@illNicola said:
https://forum.deadbydaylight.com/en/discussion/comment/3280408#Comment_3280408
You know, years ago the game was chase oriented, and in fact genrush wasn't a problem and if I lost a game was only because I met skillful survivors that kept me in chase for lots of time. Now you can spam pallet, spam second chance and genrush perks and you win also if you last 20 seconds in chase.
This game doesn't reward skill anymore, if you're noob you can still win as survivor. You can throw pallet and rush gens with hyperfocus and prove thyself and you still win. It's not surv sided, it's noob sided because this game reward who doesn't want to learn how to chase, how to keep killer for the whole game and, at the same time, doesn't reward the killer for ultrashort chases. If the game focus on chases instead of gen, trust me that in particular veteran will be happy, also because you can run every type of build without getting genrushed
Today I played against 2 BNP's and 3rd just commodius toolbox. On badham. I had no problem getting my 4k. Sure enough, I played Wesker, but I don't use any better then green addons. How is it possible if survivors can noob win just by staying on gens? Sounds like some kind of miracle.
Or the game is in fact heavily killer sided. 4 out of 5 games I do win. 0 camp or tunnel. Sounds a lot different to what you are saying.
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@illNicola said:
https://forum.deadbydaylight.com/en/discussion/comment/3280437#Comment_3280437
You can say this, but I don't think your saying the truth. Because if it's true, your not on high MMR, or maybe you play only nurse, blight and spirit.
And also if it's true and you play every killer in the game, you can't negate that maps are a big problem in dbd, always advantage survivors in any way possible. I think autoeven is the more balanced, I think but I don't know honestly. I win lots of my games as killer, but I recognise that maps in this game are a problem.
I play mostly wesker, twins and spirit in this exact order (and then I play many more other killers from time to time).
I can agree with you that some maps for some killers are just too much to handle. Lery's for blight, RPD for huntress, the game for freddy, cowshed for pig, GoJ for almost all killers.
But I can also name you the reverse examples - like the game for nurse and nemesis, wrecker's yard for onryo, blood lodge for huntress, midwitch for every single killer in game.
Overall maps are not universally balanced. But they are part of RNG. For every bad possibility, there's one good possibility. And even 1-sided maps can have totally different outcome if you play different killer (like I love to win almost all my games on RPD as killer. This is totally not true if I play nurse or doctor)
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No. And I played twins today. No issues on my side
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3280567#Comment_3280567
They can litterly hide next to you in the fields on Coldwind Farm
From my experience never. You would be able to hear them. Footsteps are quite loud. Walking survivors would be downed too quickly so they always run - and that means that person with flashlight needs to run too. Even on coldwind (and quite a lot of survivors send me there), there are 0 survivors that got flashlight saved against me. But there are quite a few people that tried and ended up injured thanks for it.
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@Phantom_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3280607#Comment_3280607
We can agree to disagree on the speed-boost, but the zombies are generally a joke. They get more often stuck on random items, now even more with the bugs on the map, than that they're chasing survivors off anything.
I agree with you, that zombies do need "IQ" buff. But when they don't get stuck and do work, they provide quite a large benefit. Problem is, that this is not clearly visible to killer players if they don't directly hit someone at loop (which is super rare) or outright close it for survivor (still quite rare). Most common thing they do is just harass survivors at gens making it take that much longer to do generator or outright force you to leave it - and that is something killer players almost never notice.
Making survivors leave the gen is kind of same like pig players saying traps are no longer useful, because they kill someone so rarely. Well they are meant as a slowdown that you can't ignore (hence threat of killing you). And they do slow down doing gens. But if you only look at how much do the traps kill survivors, then it's total waste to even loose time setting them up on someone's head (now disregard that pig is weak even after having this game slowdown).
If zombies got a buff where they would get a little bit more clever + never stuck again, then I think nemesis is in a very good spot - this includes his speed boost after infection (because nemesis can eat pallets insanely quickly and windows are quite unsafe against him making him good (not best mind you) at almost all the loops in the game).
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@Phantom_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3278799#Comment_3278799
Yes, but hers will still down you. Nemi's will always prioritize to infect a survivor first, even if they are injured and not infected, and thus give them a massive boost if you hit them again with his ability. Huntress' doesn't do that 🙁
huntress is 110% killer + does not have zombies (yes their AI needs to be better to not get stuck) that harass survivors out of gens.
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@Crowman said:
Oh no the killer has perks to help them locate survivors. I guess survivors really do want killers to only run 4 slowdown perks.
don't take one ridiculous thing from one survivor as representation for all survivors. Today someone suggested to make gens take 180s to complete. Should I also make a comment that every killer wants all gens to be unfinishable?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3280516#Comment_3280516
So what would you do? chase the next guy for 30 secs, while the downed is crawling for a pallet, where you for sure cant pick him up, then the 2 others get their buddy back up on their feet, they just need to touch when he have self-healed to the rez state.
In your example I would not look at survivor but face the wall. But it's not rare that I face corner of the map, or even open field if I know where everyone is. There are only so many places survivors can hide and if you chase you will know what part of map is safe to look at
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disagree completely. Trapper has some good addons. His basekit is weak against somewhat skilled survivors. He needs more powers or making his existing power stronger. Addons that make it impossible to untrap self, have all traps already collected or self-opening traps are all really good addons. Even longer untraping and bleeding addons are good (considering their rarity) and when we talk about yellow-brown addons, silent and dark traps are good - again considering their rarity.
So again. Addons are fine. Base power is weak and needs some buffs
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3280496#Comment_3280496
The thing is that when the pickup animation is running, there is litterly nothing you can do. That is what i tried to show with the toturial video i linked.
If you dont have a wall to face or lightborn, then they can blind you.
sure there is nothing to do. Because you are too late. It's like you will not be happy if survivor dropped unsafe pallet without stunning you and then demanding that he can undo the action, because now there's nothing for him to do. You decide what to do right before you pick up. And that's fair. Otherwise flashlight saves would have exactly 0% usability. They are way too hard as it is now.